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#2281473 - 08/10/07 08:52 PM Re: Enemy Engaged 1.9 released ***** [Re: Alemart]  
Joined: Jun 2007
Posts: 338
Alemart Offline
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Alemart  Offline
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Joined: Jun 2007
Posts: 338
Zárate, Buenos Aires Province,...
Nevermind kids, i just searched the forums and found the answer...
Now, for the image,
Shot at 2007-08-10 (i hope this works).
As seen on the image, i have selected a mission (red side, cuba) and the waypoints are not showing, not for this mission neither for the others.
I also include my eech.ini file contents:

[Enemy Engaged - Comanche Hokum commandline options]
[Game]
chaff=1.0 # Effectivness of chaff where n = 0.0 (ineffective) to 1.0 (fully effective - default)
flare=1.0 # Effectivness of flares where n = 0.0 (ineffective) to 1.0 (fully effective - default)
smoke=1.0 # Effectivness of smoke where n = 0.0 (ineffective) to 1.0 (fully effective - default)
fog=14400 # Sets the time (sec) taken for the "fog of war" to reshroud enemy sector info (def = 14400 (4 hours)).
cpac=1 # Capture aircraft landed at captured bases or FARPS become usable by your side.
uit=5.0 # User invulnerable time (in seconds), when starting mission (def = 5.0)

[Graphics]
cbar=1250 # distance (in meters) that city blocks resolve
fs=1 # Switch for turning off the default FULL SCREEN video mode, (def = 1, full screen, 0 = windows mode)
mfr=30 # Max visual frame rate (default = 30)
32bit=1 # Activates 32bit rendering if your video card supports it (default 1 (on))
nrt=0 # Turns off rendering to texture in case of visual problems with MFDs or TADS (default 0 (off))
notnl=0 # Turns off GeForce "TnL" support for troubleshooting
3dreset=0 # Reset screen resolution to 640x480 (def = 0)
dxtm=1 # directx texture management, should fix "unable to allocate hardware slot" error (def = 0)
cg=0 # clean graphics, re-installs graphics files (def = 0)
palette=1 # allow to use textures.pal if videocard supports it. Default is 1. Recommended is 0.

[Communications]
maxplayers=4 # maximum number of players in a multiplayer game, def = 4
ipa= # ip address = TCPIP address to connect to. A HOST can leave out the value.
usemaster=1 # Report game to internet masterserver (0 for private games)
pss=hoxdna.org # primary masterserver setting (server internet address)
sss=eech.dhs.org # secondary masterserver setting (server internet address)
ccrs=215040 # connection receive size, initial guess of campaign data size (default = 210k)
cdrs=215040 # data record size, similar to above
cpbs=215040 # pack buffer size, similar to above
cpds=512 # packet data size (def = 512)
cgs=0 # force the comms to use DirectPlay guaranteed send instead of its own (def=0).
crls=1000 # packet history list size, increase if client keeps getting kicked out by server (default = 1000)
crl=10 # number of times a client can re-request the same packet, increase for poor connections (def=10)
cpt=5 # time delay in seconds the comms will wait for a packet before re-requesting it. (default = 5s)
crto=2 # time comms will wait before assuming re-requested packets was lost (default = 2s)
mur=5 # max update framerate for a server, na for a client (default = 5fps for TCPIP, 15fps for IPX)
cig=1 # interpolate helicopter position for smoother visuals
cvc=1 # validate connection, removes dead player husks when client crashes
cptl=10 # packet throttle limit, mainly for modems, governs the flow rate of packets
cto=15 # timeout, the amount of time to wait before removing dead player husks
eufr=2 # client server entity update framerate, no. of iterations
css=0 # show communication stats (def = 0)
cist=500 # comms initial sleep time
servlog= # filename for server log
pauseserv=0 # pause server if no clients connected
dedicated=0 # active server mode, off by default.
game_type=0 # Valid game_types are: 1 = Freeflight, 2 = Campaign, 3 = Skirmish (def = 0)
gunship_type=8 # Gunship_types are, 0 = Apache, 1 = Havoc, 2 = Comanche, 3 = Hokum
path= # Path to map, campaign, skirmish

[Dynamics]
advancedfm=0 # advanced flight model, off by default. Makes sideways flight easier, but not realistic
enginerealism=1 # realistic engine workload simulation model, on by default.
enginestartup=0 # manual engine start up, off by default.
drbs=1.0 # retreating blade stall, floating point scaling factor for RBS effect (default = 1.0)
drv=1.0 # rudder value, scaling factor for drag on tail rotation (default = 1.0)
dra=0.8 # rudder acceleration, scaling factor for tail rotation acceleration (default = 0.8)
drd=1.0 # main rotor drag, scaling factor for drag caused by main rotor (default = 1.0)
dmrl=1.0 # main rotor lift, scaling factor for lift of main rotor (default = 1.0)
dtrd=1.0 # tail rotor drag, scaling factor for drag caused by tail in forward flight (default = 1.0)
dzd=0.0 # cyclic dead zone, percentage deadzone for the cyclic (default = 0.0)
dyal=5.0 # yaw altitude loss (default = 5.0)
debug_show_force_vectors=0 # show force vectors on own helicopter for debuging purposes

[Miscellaneous]
goto=0 # Activates "GOTO" teleport button on the campaign map.
vfm=0 # vector flight model, activates viewer or "UFO" flight mode.
psr=1 # player start rank for new pilots
ns=0 # Bypass soundcard, useful for tracking hardware conflicts
hdwrbuf=32 # Number of hardware buffers to use for sound (0 to use software only)
mta=4 # The maximum multiplier allowed for time acceleration (default - 4)
nomcm=0 # no mission complete music

[MODIFICATIONS]
[WUT]
wut=gwut190.csv # supply a filename of a wut text file here

[Wideview]
g-force_head_movement=0.0 # g-forces move head in wideview (default 0.0, off = 0.0, normal = 1.0, other values adjust amount of head movement)
comanche_pilot=0.000,0.105,0.180,0.000 #wideview pilot position
comanche_co-pilot=0.000,0.105,0.180,0.000 #wideview co-pilot position
hokum_pilot=0.000,0.000,0.200,0.000 #wideview pilot position
hokum_co-pilot=0.000,0.000,0.200,0.000 #wideview co-pilot position
apache_pilot=0.000,0.050,0.200,-7.000 #wideview pilot position
havoc_pilot=0.000,0.050,0.200,-5.000 #wideview pilot position
hud_code=0,0,10,0,0,10,0,0,10,0,0,10 #hud code for 4 gunships

[Gameplay]
faa=1 # fligh any aircraft, def = 1 (on)
radarinf=1 # infantry no longer visible on radar, def = 1 (on)
grstab=1 # ground stabilisation of FLIR, def = 1 (on)
manual_laser/radar=0 # have to manually enable and disable radar and laser, def = 0 (off)
targeting_system_auto_page = 1 # changing targeting system will also bring up the targeting systems MFD page. def = 1 (on)
camcom=1 # Activates the Campaign Commander
campaign_map_mode=1 # 1 = default resolution and 2 is high resolution map (only for fast PCs
campaign_map_palette=1 # Which palette to use for the new campaign map. 1 is the default shades from green via red to white, 2 is more like a paper map
map_update_interval=120 # How often (in seconds) enemy units are updated on campaign map 120 seconds is the default
destgt=1 # Activates designated target list
cannontrack=2 # Cannon tracking boresight (def=1, 0 = no tracking, 1 = track if no acq, 2 = track in IHADSS/HIDSS/HMS

[Joysticks and TIR]
eopann=-1 # joystick no. used for FLIR panning
eopanv=0 # joystick DirectX axis used for vertical FLIR panning
eopanh=0 # joystick DirectX axis used for horizontal FLIR panning
eozoomn=-1 # joystick no. used for FLIR zoom
eozoomax=0 # joystick DirextX axis used for FLIR zoom
cyclicn=0 # Joystick no. for the cyclic
cyclich=1 # Joystick DirectX axis for cyclic horizontal
cyclicv=2 # Joystick DirectX axis for cyclic vertical
nonlinear-cyclic=1 # Use non-linear control for cyclic. Less sensitive around center. 1 = On (default), 0 = off
collectiven=0 # Joystick no. for the collective
collectiveax=7 # Joystick DirectX acis for the collective
nonlinear-pedals=1 # Use non-linear control for pedals. Gives finer around center. 1 = On (default), 0 = off
nonlinear-collective-zone1=0.30 # Putting the controller at this position will give 60% collective. 0.0 to use linear collective. Valid values are in range 0.0 to 1.0, default is 0.3.
nonlinear-collective-zone2=0.70 # Putting the controller at this position will give 100% collective (max is 120%). 0.0 to use linear collective. Valid values are in range from nonlinear-collective-zone1 to 1.0, default is 0.7.
ruddern=0 # Joystick no. for the rudder
rudderax=6 # Joystick DirectX axis for the rudder
nonlinear-pedals=1 # Use non-linear control for pedals. Gives finer around center. 1 = On (default), 0 = off
joylookn=-1 # joystick no. used for joystick look
joylookh=0 # joystick DirectX axis used for horizontal joystick look
joylookv=0 # joystick DirectX axis used for vertical joystick look
joylookst=30 # joystick look step (min=1,def=30,max=100)
reverse_pedal=0 # reversed pedal input
external_trackir=0 # if TrackIR is active, let it control external view too
external_trackir_dir=0 # Can be used to invert the view direction of the external TIR
msl=0 # activates mouselook, and TrackIR when present. '0' is OFF, '1' is internal-only, '2' is external-only, '3' is both.
msls=15 # mouselook speed when activated (def=15, must be > 0) otherwise POV speed (min=1,def=13,max=20)
TIR_6DOF=0 # Enables support for TrackIR vector in the hokum and comanche

[Graphics and textures]
minfov=20 # general field of view minimum, linked to key '7', normal fov (60) = key '8'
maxfov0=80 # general field of view maximum for Apache pits, linked to key '9'
maxfov1=80 # general field of view maximum for Havoc pits, linked to key '9'
maxfov2=80 # general field of view maximum for Comanche pits, linked to key '9'
maxfov3=80 # general field of view maximum for Hokum-B pits, linked to key '9'
high_lod_hack=0 # EXPERIMENTAL! Enables highest level-of-detail models at far distances. Nice for higher FOVs, bad for FPS (esp. near cities)
dwash=0 # visible rotor downwash (dust), def = 1 (on)
restricted_nvg_fov=1 # restrict night vision field of view by shading edge of screen, def = 1 (on)
colourmfd=1 # MFDs will use colour when available, def = 1 (on)
highreshud=1 # high resolution HUD, def = 1 (on)
tsdrender=0 # TSD render options (0-4) def = 0 (contours only)
tsdpalette=0 # TSD palette options (0-2) def = 0
tsdenemy=1 # TSD showing enemy colours (red, blue) def = 0 (off)
tsddetail=0 # TSD in high detail, def = 0 (off)
3d_cockpit=0 # EXPERIMENTAL! Draws a 3d apache cockpit (wide_view and MFD close-up (F3 and F4) disabled)
texture_colour=1 # Use texture colours directly. WARNING: only use with correct texture packs (def=0)
texture_filtering=1 # Texture blending, reacts to Anisotropic filter setting. EXPERIMENTAL (def=0)
mipmapping=1 # Use mipmnapped textures (dds files). WARNING: only use with correct texture packs (def=0)
dynamic_water=1 # Use dynamic water textures (def=0)
night_light=1.0 # Make night light levels darker (fraction 0 (dark) to 1 default light)
persistent_smoke=1 # Make smoke from burning targets keep burning for a long time (CPU intensive)
wobbly-camera=0 # If enabled (=1) will make movement of external cameras wobbly (and smoother)

[Misc]
filter=1 # Turns on session filtering
autosave=0 # Autosave every n minutes or 0 not to autosave
dfr=0 # display framerate (0 = off (default), 1 = on, 2 = log to file "framerate.txt")
MEMEXPORT=0 # enables export of cockpit information to a shared memory area
[end of file]

Thanks a lot for your help.


Raúl Alejandro Molina Rosetti A.K.A.:
Alemart_el_Redentor.
Alemart_the_Redeemer.
Alemart.
Antaeus.
FAA-117
FAAVPilot.
pupae_pedorra.

Major, Argentine Virtual Air Force.
#2281478 - 08/10/07 09:01 PM Re: Enemy Engaged 1.9 released [Re: Alemart]  
Joined: Jun 2006
Posts: 2,288
arneh Offline
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arneh  Offline
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Joined: Jun 2006
Posts: 2,288
Oslo, Norway
Originally Posted By: Alemart
As seen on the image, i have selected a mission (red side, cuba) and the waypoints are not showing, not for this mission neither for the others.


You've selected a mission, but it doesn't look like you've selected a helicopter and accepted the mission (the map will say "quit mission" at the bottom where your says "clear", and it will have a button with "cockpit" in the bottom right). Waypoints won't show up until you've done that.

You can preview where on the map the mission is going by pressing the X icon on the right. This won't show the waypoints, only the starting base, the target and a line between them. And then only when hovering the mouse over a mission, target or base.

#2281484 - 08/10/07 09:07 PM Re: Enemy Engaged 1.9 released [Re: arneh]  
Joined: Jun 2007
Posts: 338
Alemart Offline
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Alemart  Offline
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Joined: Jun 2007
Posts: 338
Zárate, Buenos Aires Province,...
I see, is that a new feature?, beacuse it never happened before, i could see the waypoints on any mission before, with or without a helo selected, in fact, i played a long time without flying when i use Campaign Commander.


Raúl Alejandro Molina Rosetti A.K.A.:
Alemart_el_Redentor.
Alemart_the_Redeemer.
Alemart.
Antaeus.
FAA-117
FAAVPilot.
pupae_pedorra.

Major, Argentine Virtual Air Force.
#2281488 - 08/10/07 09:12 PM Re: Enemy Engaged 1.9 released [Re: Alemart]  
Joined: Jun 2006
Posts: 2,288
arneh Offline
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arneh  Offline
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Joined: Jun 2006
Posts: 2,288
Oslo, Norway
Originally Posted By: Alemart
I see, is that a new feature?


Nope, always been like that.

Maybe you used to play with the X-icon enabled previously, and somehow it got disabled?

#2281489 - 08/10/07 09:12 PM Re: Enemy Engaged 1.9 released [Re: Alemart]  
Joined: Jun 2007
Posts: 338
Alemart Offline
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Alemart  Offline
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Joined: Jun 2007
Posts: 338
Zárate, Buenos Aires Province,...
Now, here is another screenshot, same situation as before, this time with a helo selected, same problem.
[
Shot at 2007-08-10
Here it is finally.

Last edited by Alemart; 08/10/07 10:28 PM.

Raúl Alejandro Molina Rosetti A.K.A.:
Alemart_el_Redentor.
Alemart_the_Redeemer.
Alemart.
Antaeus.
FAA-117
FAAVPilot.
pupae_pedorra.

Major, Argentine Virtual Air Force.
#2281521 - 08/10/07 10:09 PM Re: Enemy Engaged 1.9 released [Re: Alemart]  
Joined: Dec 2006
Posts: 618
Gr.Viper Offline
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Gr.Viper  Offline
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Joined: Dec 2006
Posts: 618
Russia
For some reason, I can't laser target for rockets unless I get a lock, so can't laser a point on the ground in the target area to cover it all. Also close range gunfight is next to impossible. I turned on laser several times but didn't hit once - and the target was Kiowa moving ahead and below and at about the same speed as me. All that noticed on Havoc. Just brought this beast from a mission with all damage LEDs shining like a Christmas tree... but laser didn't work right even before I was hit.

#2281523 - 08/10/07 10:15 PM Re: Enemy Engaged 1.9 released [Re: Alemart]  
Joined: Jun 2006
Posts: 2,288
arneh Offline
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arneh  Offline
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Joined: Jun 2006
Posts: 2,288
Oslo, Norway
Originally Posted By: Alemart
Now, here is another screenshot, same situation as before, this time with a helo selected, same problem.



That picture is way too small to see anything (and the link only takes me to imageshack's frontpage).

But why don't you try enabeling the X-icon and see if it does what you want?

#2281527 - 08/10/07 10:20 PM Re: Enemy Engaged 1.9 released [Re: Gr.Viper]  
Joined: Jun 2006
Posts: 2,288
arneh Offline
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arneh  Offline
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Joined: Jun 2006
Posts: 2,288
Oslo, Norway
Originally Posted By: Gr.Viper
For some reason, I can't laser target for rockets unless I get a lock, so can't laser a point on the ground in the target area to cover it all.


The laser won't stay on, it will only send one short pulse to get the range. But you'll notice that the sight moves when you do (if the range is different from last ranging at least).

Quote:
Also close range gunfight is next to impossible. I turned on laser several times but didn't hit once - and the target was Kiowa moving ahead and below and at about the same speed as me. All that noticed on Havoc.


Hitting a moving air target is difficult... But without being more specific about the situation it's hard to see if the aiming system does something wrong. Did e.g. all the bullets miss in the same direction?

#2281534 - 08/10/07 10:25 PM Re: Enemy Engaged 1.9 released [Re: arneh]  
Joined: Jun 2007
Posts: 338
Alemart Offline
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Alemart  Offline
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Joined: Jun 2007
Posts: 338
Zárate, Buenos Aires Province,...
I do not know what are you referring to whith the "X-Icon", is it in the ini file?.
Aniway, i have not enabled or disabled anithing related to the map, i am using the same settings as before, with a new ini i let the game create along a new cfg that has the advanced avionics enabled and still i can not see any waypoint in any of the map pages, not in the "big" map page, not in the "mission" map page, not before and not after selecting a mission, with or without helicopter, neither in blue or red sides.
i will try to fix the link, but i do not believe it is any "help", as the description i just write explains the problem very accuratedly.
Thank you very much and sorry for bringing such bothersome issues :(.
Alejandro


Raúl Alejandro Molina Rosetti A.K.A.:
Alemart_el_Redentor.
Alemart_the_Redeemer.
Alemart.
Antaeus.
FAA-117
FAAVPilot.
pupae_pedorra.

Major, Argentine Virtual Air Force.
#2281538 - 08/10/07 10:30 PM Re: Enemy Engaged 1.9 released [Re: Alemart]  
Joined: Jun 2006
Posts: 2,288
arneh Offline
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arneh  Offline
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Joined: Jun 2006
Posts: 2,288
Oslo, Norway
Originally Posted By: Alemart
I do not know what are you referring to whith the "X-Icon", is it in the ini file?.


No, in the map screen in game, along the right side is a row of icons which turns on/off various map symbols. About in the middle is one with a X surrounded by a skewed square. One which is still blue (i.e. turned off) in your first screenshot. Click it to turn it yellow.

#2281542 - 08/10/07 10:39 PM Re: Enemy Engaged 1.9 released [Re: arneh]  
Joined: Jun 2007
Posts: 338
Alemart Offline
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Alemart  Offline
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Joined: Jun 2007
Posts: 338
Zárate, Buenos Aires Province,...
Yea, it worked!, but i do not know why it was disabled, still, thanks a lot again man, i guess i should pay more attention and do not make that many assumptions.

"In arneh we trust"


Raúl Alejandro Molina Rosetti A.K.A.:
Alemart_el_Redentor.
Alemart_the_Redeemer.
Alemart.
Antaeus.
FAA-117
FAAVPilot.
pupae_pedorra.

Major, Argentine Virtual Air Force.
#2281549 - 08/10/07 10:44 PM Re: Enemy Engaged 1.9 released [Re: arneh]  
Joined: Dec 2006
Posts: 618
Gr.Viper Offline
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Gr.Viper  Offline
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Posts: 618
Russia
Quote:
But you'll notice that the sight moves when you do

That's the point. I approached Blue FRAP, switched to rockets and hit laser button. Nothing changed. I aimed at another area - lasered again and the rocket sight still didn't move. Then I locked onto one of service vehicles, aligned rocket sight with it and lasered. Aim adjusted. But that didn't work without me pointing right at a locked target.

Quote:
all the bullets miss in the same direction?

They were going steadily at some point close to the target but not quite it. Pressed laser numerous times but noticed no difference. The chopper was flying straight and I was right on their six. Quite weird to score no hits in such situation...

#2281625 - 08/11/07 12:51 AM Re: Enemy Engaged 1.9 released [Re: arneh]  
Joined: Sep 2006
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Kassie Offline
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Kassie  Offline
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Posts: 1,662
the Netherlands

#2281715 - 08/11/07 04:07 AM Re: Enemy Engaged 1.9 released [Re: Kassie]  
Joined: Jul 2007
Posts: 161
Blindeye_03 Offline
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Blindeye_03  Offline
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Posts: 161
Originally Posted By: Kassie
Originally Posted By: Blindeye_03
I have to hit ctrl + backspace to get the 'waypoint pipper" to pop up, even though I am already in weapon safe mode.

CTRL + backspace is weapons save mode.


and? I know that... I have to hit the weapon safe mode twice is what I am saying.

#2281812 - 08/11/07 09:15 AM Re: Enemy Engaged 1.9 released [Re: arneh]  
Joined: Nov 2005
Posts: 557
GrizzlyT Offline
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GrizzlyT  Offline
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Posts: 557
Sterling Heights, Michigan
Originally Posted By: arneh
Originally Posted By: Reticuli
What are the keys for time acceleration, now?


Still Ctrl +/-, but you have to use the regular +/-, not the ones on the numpad.



Arneh / Mapi - With little things like this, changes to the radar (As discussed in the "Fighting the fast movers" thread), the new fine trim adjustments, etc, maybe it's time for a new version of the keychart, too???



Grizzly's Comanche Simulator
"Fear is the mind killer. - Frank Herbert"
#2281820 - 08/11/07 09:55 AM Re: Enemy Engaged 1.9 released [Re: arneh]  
Joined: Feb 2007
Posts: 410
GlynD Offline
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GlynD  Offline
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Posts: 410
Shropshire UK
Please Sir Arneh

The download link is not working on page 1 and it's not up on EECH Central! I've just got back from hols and would like very, very much to get the new version...

Cheers

#2281823 - 08/11/07 10:03 AM Re: Enemy Engaged 1.9 released [Re: GrizzlyT]  
Joined: Jul 2003
Posts: 414
Mapi Offline
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Mapi  Offline
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Joined: Jul 2003
Posts: 414
Berlin
Doin't no all key changes. I must find/test/reed all too. I have no special info

I doin't need "shft end" EO goes active with "end"
Doin't no why A radar on the right MFD (alt F2) are deleted ...
So we have not 2 full MFD's ?

New KEYGUIDE comes next!!!
... working on Alligator pit


COUGAR 02012 FCC 053
#2281826 - 08/11/07 10:15 AM Re: Enemy Engaged 1.9 released [Re: Mapi]  
Joined: Jun 2006
Posts: 2,288
arneh Offline
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arneh  Offline
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Joined: Jun 2006
Posts: 2,288
Oslo, Norway
Originally Posted By: Mapi
I doin't need "shft end" EO goes active with "end"


It's if you want to change EO sensor, but don't want to use EO for targeting. E.g. if you use radar for targeting system, but still have the EO MFD page up, and want to switch it from e.g. FLIR to DTV, but continue to use radar for targeting.

Quote:
Doin't no why A radar on the right MFD (alt F2) are deleted ...
So we have not 2 full MFD's ?


You have one radar page which has an air-mode and a ground-mode. It will show whatever mode the radar is in.

#2281827 - 08/11/07 10:20 AM Re: Enemy Engaged 1.9 released [Re: arneh]  
Joined: Jul 2003
Posts: 414
Mapi Offline
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Mapi  Offline
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Posts: 414
Berlin
OK - THX arneh!

"Alt F2" is still there! \:\)


COUGAR 02012 FCC 053
#2281828 - 08/11/07 10:26 AM Re: Enemy Engaged 1.9 released [Re: GlynD]  
Joined: Jun 2006
Posts: 2,288
arneh Offline
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arneh  Offline
Member

Joined: Jun 2006
Posts: 2,288
Oslo, Norway
Originally Posted By: GlynD
The download link is not working on page 1 and it's not up on EECH Central! I've just got back from hols and would like very, very much to get the new version...


Server seems to be down right now. But I'm sure it will be up again soon.

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